#UE4 Docs: Fixing Jira 1283 by removing the windows env setup section as it was out of date.

#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, anthony.zalar, steve.hardister, robert.gervais

[CL 2590061 by Sam Deiter in Main branch]
This commit is contained in:
Sam Deiter
2015-06-17 10:18:19 -04:00
committed by sam.deiter@epicgames.com
parent 149ff75b67
commit bb50ed181a

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@@ -217,15 +217,6 @@ Read this section if you are going to do your main development and coding on Win
* for (( ;; )) ; do ./UnrealRemoteTool; done
* Note that in Mountain Lion, Terminal will remember the working directory and command history, so if you reboot, an up-arrow should recall the command.
## Windows system setup
* Set up environment variables (or modify the code in RemoteToolchain.cs so you can share a single Mac for everyone).
* ue.RemoteCompileServerName = The DNS name or IP address of the Mac used for compiling (e.g. a1012).
* ue.IOSSigningServer = This is optional (when compiling, the package will force the same as ue.RemoteCompileServerName, but if you run IPhonePackager.exe on its own, this will determine the Mac to use if -mac is not specified).
The reason for two sets of environment variables is to enable completely separate compiling and signing servers. You may need to restart your computer for these changes to take effect.
### Compiling on Windows
Once you have completed the above steps for setting up your Windows and Mac systems, compiling should be straightforward, as it uses UnrealBuildTool to perform compilation:
* Run //depot/UE4/GenerateProjectFiles_AllPlatforms.bat